My players sometimes say that they would like more options in combat, beyond the usual (attacking and then spending advantage and triumph on crits, activating item qualities and adding boosts/setbacks).
Somewhat inspired by the Genesys magic rules, I'm thinking of adding some more options for PCs to spend triumph and advantage, to give combat the feeling of strategically choosing whether to fight defensively or offensively, pull off combo moves, etc. These will give the PCs a bit more to keep track of in combat, but I think that's what they want. I'm curious what others think of this idea.
Some possible options below... I've tried to balance them, but let me know if you think some are OP (or underpowered):
[1 Triumph/1 Advantage]
--Cancel all damage from this hit to gain +1 Defense for the rest of the encounter (Use only on a hit, may repeat up to 3 times for 3 Adv/1Tri).
--Increase the difficulty of your next attack by 1; that attack gains Vicious 2.
--Your next attack gains Knockdown.
[1 Triumph/2 Advantage]
--Cancel all damage from this hit to give your next attack against the same target Breach N, where N=(damage canceled / 5) (Only on a hit).
--Your next attack gains Stun 3.
--Increase the difficulty of your next attack by 1. That attack gains Sunder.
[1 Triumph/3 Advantage]
--Cancel all damage from this hit to upgrade the difficulty of every attack against you once for the rest of the encounter (Only on a hit).
--Decrease the critical rating of your next attack by 1.
--Your next attack gains Blast 3.
[1 Triumph/4 Advantage]
--Cancel all damage from this hit to give your next attack Linked 2 (Only on a hit).
--Cancel all damage from this hit to give your next attack Blast N, where N=(damage canceled).
--Increase the difficulty of your next attack by 1. That attack gains Concussive 1.